How did you run your dungeon crawls? Was dungeoneering a major part of
your adventures?
On 06/02/2026 18.04, Spalls Hurgenson wrote:
How did you run your dungeon crawls? Was dungeoneering a major part of
your adventures?
When I did DM, we played a variety of different games, so I got a bit >inspired by a small independent game based on d20, it was inspired by
action movies where you have a story that is pushed forward and skipping
the boring stuff. So I had more of from action to action type of setup,
no matter if it was underdark, on top of the world on somewhere in between.
On Fri, 6 Feb 2026 23:40:59 +0100, "J.O. Aho" <user@example.net>
wrote:
On 06/02/2026 18.04, Spalls Hurgenson wrote:
How did you run your dungeon crawls? Was dungeoneering a major part of
your adventures?
When I did DM, we played a variety of different games, so I got a bit
inspired by a small independent game based on d20, it was inspired by
action movies where you have a story that is pushed forward and skipping
the boring stuff. So I had more of from action to action type of setup,
no matter if it was underdark, on top of the world on somewhere in between.
Cool, especially if your players enjoyed it.
Our campaigns were different. In many ways, they were more like those survival video games (perhaps a bit less focus on crafting ;-) where
the journey was as much a part of the adventure as the actual
confrontation with the Big Evil Foozle at the end. Which was cool too;
every group has differing tastes. It's my main objection to the video,
which suggested that the solution to players not enjoying a dungeon
crawl was poor time management; I think it's broader than that. In
your example, your group was happier just to get to the big battle; in
ours, it was the journey that mattered. No amount of time-management
skills would have made dungeoneering more exciting to us.
Which isn't to say I completely disagreed with all of his thesis that
modern D&D relies to heavily on skills and dice-rolls... or at least
doesn't give DMs the tools and advice on how /not/ to do that. If your
game falls into the trap of "I roll a die to see if I succeed at
action X", it's going to be really hard to keep most players engaged
and a lot of the tips in the video are telling DMs -one way or
another- to break out of that trend. Don't let your players rely
simply on their stats and skill blocks. Make them think and act it
out. If tight time management works for your group, use that.
But like I said, I never really cared for dungeons to begin with. The too-tight corridors never really let the players fully explore their capabilities. You were trapped in tiny rooms, with limited
maneuverability and options. That's not to say I saw no use for the
things; sometimes you /want/ to limit the players that way. But I
always found the more open spaces on the surface a better playground.
The dungeons were a contrast to that, but only worked if used
sparingly. At least in our campaigns.
In a campaign (not me as DM), we had characters that started to have
their own strong holds, and it was time to build some defenses against >powerful monsters who was kind of after the characters, it ended up that
the players built their "dungeon" and the DM sent in the monster, it can
be a fun time for them to plan how to defeat a Beholder in a dungeon
they construct.
On Sun, 8 Feb 2026 00:59:37 +0100, "J.O. Aho" <user@example.net>
wrote:
In a campaign (not me as DM), we had characters that started to have
their own strong holds, and it was time to build some defenses against
powerful monsters who was kind of after the characters, it ended up that
the players built their "dungeon" and the DM sent in the monster, it can
be a fun time for them to plan how to defeat a Beholder in a dungeon
they construct.
Oooh, it's "Dungeon Keeper" (a video game) on the table-top!
we tended to retire our
characters when they started getting to stronghold-level. D&D just
played better at the lower levels, we found (especially in our
campaigns, which tended to be lower-magic). The retired PCs became 'semi-NPCs' who continued to exist in the gameworld (and the players
still had some control over them) but they weren't active participants
in the adventures.
It was always fun when the players, with entirely new and often
completely unrelated characters, stumbled across some of their old
PCs. I tried not to do it too often (usually by putting the new group
in an entirely different region) but it was always memorable.
Why think of an original topic when I can just leech off somebody
else's ideas? This time, I'm riffing off a video I saw on YouTube.
This video, specifically: https://www.youtube.com/watch?v=zyl73XLJWhE
* * * *
To save yourself a watch, the presenter suggests that the reason
modern tabletop gamers don't like dungeon crawls is because the
current rules lack the time management that makes them fun.
Now, I can't argue this case, because:
a) I've no idea what 'modern tabletop gamers' like, and
b) I'm not familiar enough with 5E to say whether it does
or does not promote time-management in this way.
How did you run your dungeon crawls? Was dungeoneering a major part of
your adventures?
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